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Interesting so you find it worth while to go through extremes to get a starbase built on a moral resource |
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I guess I kind of assumed they would be very expensive. Never tried it. |
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Yes, they are expensives. A high difference in diplomacy rating help a lot.
I don't want to spend lots of time on military spending and waiting for constructors to go the ressources on gigantic maps. So I focus on planet building and research.
But since I can have an huge tech lead on some AIs, I give them tech to help them against the others AIs and get their ressource starbases. What would you do else with AI that won't buy your techs on maso level, are behind others AI and are at the other end of the galaxy?
And getting starbase at the other side of the galaxy is nice for extending range and building long trade routes (I play on gigantic)
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. But in later game, with highly populated planet, the double bonus isn't no longer need since without it, the population cap growth is reached. |
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Peace, I followed your link and it is interesting. What is the first column of data mean? The second is the population as it increases.
It seems that I still have a lot to learn about morale, taxes and population.
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Peace, you start with 50% diplo, 10% morale, +1 speed when you play gigantic to play a non military game.
My type of play dictates that my settings for tiny are 50% social, 30% military and 10% diplo. (my memory may be faulty but I think that is close). I start also with the government that gives me 20% social and 20% military bonus. Because of these bonuses, I always get all the trade goods built first. I never have a problem with money as long as I am selling my tech. After I get my most of my social build list researched I stop selling tech. During this time I sell every tech except diplo tech.
What type of government do you start with? I am interested in the starting bonuses.
I am stating to wake up to another style of play that I abandoned quite some time ago.
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What is the first column of data mean? The second is the population as it increases. |
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The first column is the empire wide growth bonus. The second is the minimal population that allows to have the 200 Millions caps growth without the 100% moral bonus.
As i have posted:
Which means that if you have the aphrodisiac (50% growth bonus) and basic enviromment tech (10% growth bonus and habitat imporvement), as soon as the planet reach with 4167 millions persons, you no longer have to worry about having a 100% morale on this planet for a maximal growth. Having 54% is sufficient. Which is great for taxes
I should add that my last game seems to indicate that 54% morale don't allow population growth. 55% should do the trick.
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Peace, you start with 50% diplo, 10% morale, +1 speed when you play gigantic to play a non military game.
My type of play dictates that my settings for tiny are 50% social, 30% military and 10% diplo. (my memory may be faulty but I think that is close). I start also with the government that gives me 20% social and 20% military bonus. |
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I use the diplomats party, that is rewrite of the populist party (20% diplo, 20% morale)
Because of these bonuses, I always get all the trade goods built first. |
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Don't forget that these bonuses means spending more money. The bonus will be usable as long as you can have a 100% spending rate. If you no longer have a 100% spending rate, the production bonus aren't very useful, since you could achieve the same production without the bonus with a more important spending rate.
I never have a problem with money as long as I am selling my tech.
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You will be in trouble in maso: no one will buy tech. Only the late minors
And one thing is important on gigantic maps: trade means lots of cash
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And one thing is important on gigantic maps: trade means lots of cash |
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Peace, do you build starbases loaded with trade centers along your trade routes to keep the cash flow high?
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Peace, Tech, you people have given me much to think about for the next game I play.
I think that I will work the tax as my morale and population increases. I will try a game with the settings that peace uses and see how it goes.
I think that I still have to end the game as a military victory to get the points but I will try the alliance victory first.
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I see games posted that are version 1.49 is that AP or beta version of GC?
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I see games posted that are version 1.49 is that AP or beta version of GC? |
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beta of AP
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Newf... Take a close look at Magnum's build order as well you will notice that we are all using closely related build queues. |
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Yes, I noticed that. I find that my build order relates closely to my research order, except that I modify my build order when something gets researched that benefits the queue.
Where I differ is I do not build many of the morale boosters. Until today I did not realize the benefits. I usually have good morale because I build transports on planets that have morale under 60%.
Since my game style has been one of invading instead of flipping I use most of my transports. I also drop people off onto recently invaded planets to get those planets working again.
Now it seems that I should monitor morale, so that population increases and also so I can use a higher tax system later on in the game.
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Here is a question I ponder now and then ...
Is there much of a benefit to spying? I almost never do it. I am pretty sure that sometimes I can acquire techs by spying but I have not done that since I started playing Crippling. Does it work with MASO?
To me it just seems to be a waste of money.
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Here is a question I ponder now and then ... Is there much of a benefit to spying? I almost never do it. I am pretty sure that sometimes I can acquire techs by spying but I have not done that since I started playing Crippling. Does it work with MASO?To me it just seems to be a waste of money. |
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From the couple of times I tried it - on Crip, not Maso - it seems like you get more benifit out of it if you are behind, but that's when you are least likely to have the money to put into it.
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